game.c: in A_Spawn(), protect CSTAT_SPRITE_NOSHADE of spawned MASKWALL* sprites.

git-svn-id: https://svn.eduke32.com/eduke32@4478 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2014-05-22 11:17:50 +00:00
parent 3ecf4ca4e5
commit 0c2776e7fc
2 changed files with 7 additions and 2 deletions

View file

@ -5633,8 +5633,8 @@ int32_t A_Spawn(int32_t j, int32_t pn)
case MASKWALL13__STATIC:
case MASKWALL14__STATIC:
case MASKWALL15__STATIC:
j = sp->cstat&60;
sp->cstat = j|1;
j = sp->cstat & SPAWN_PROTECT_CSTAT_MASK;
sp->cstat = j|CSTAT_SPRITE_BLOCK;
changespritestat(i, STAT_DEFAULT);
break;
case FOOTPRINTS__STATIC:

View file

@ -386,6 +386,11 @@ extern vec2_t G_ScreenTextShadow(int32_t sx, int32_t sy, const int32_t font, int
if (alpha < 0) { blend = -alpha; alpha = 0; orientation |= RS_TRANS1; } \
} while (0)
// Cstat protection mask for (currently) spawned MASKWALL* sprites.
// TODO: look at more cases of cstat=(cstat&PROTECTED)|ADDED in A_Spawn()?
// 2048+(32+16)+8+4
#define SPAWN_PROTECT_CSTAT_MASK (CSTAT_SPRITE_NOSHADE|CSTAT_SPRITE_SLAB|CSTAT_SPRITE_XFLIP|CSTAT_SPRITE_YFLIP);
int32_t app_main(int32_t argc,const char **argv);
void fadepal(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step);
//void fadepaltile(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t tile);